Core Studios

Timeline Skirmish Rules

Armour and shields

Type

Save

Points Cost

Power / Enchanted

2+

30 pts

Plate

3+

20 pts

Flak / Mail

4+

15 pts

Leather

5+

10 pts

Shield

-1 bonus to saving die roll (Cannot be used with plate/Enchanted armour)

15 pts

Hand Weapons

Type

Points cost

Blades + blunt weapons

5 pts

Great weapons

10 pts

Spear

7 pts

Ranged Weapons

Type

Range

Blast

Points Cost

Short bow – Throwing

12”

2 pts

Longbow

18”

4 pts

Bow

14”

3 pts

Crossbow

20”

5 pts

Assault rifle

24”

6 pts

Shotgun

12”

1” blast

10 pts

Rocket Launcher

30”

2” blast

24 pts

Heavy Gun

30”

20 pts

Flamer

12”

3” blast

17 pts

Pistol

6”

3 pts

Grenade Launcher

18”

2” blast

12 pts

Musket – Rifle

22”

5 pts

Note – Rockets and Heavy Guns: Hard Cover is counted as soft against rockets. May not move and shoot.

Heavy guns roll 2D6 against the primary target. This is to simulate the large volume of fire these weapons produce. May not move and shoot.

Note – Blast Weapons:Only roll 1D6 against those in a blast radius.

Note – Magic users: Magic users may make a full move and shoot with no penalty. May take a combo of any 3 ranged weapons. Pay 10ptsfor magic and pay for weapons utilised as spells. Onespell only usable every turn. Mage test every time attempting to use spell need a 2+to pass if failed take a save throw of 4+.

Note – Spears: Spears and similar weapons can attack from behind an allied figure that is in combat.

Note – Vehicles: Vehicles may make a full move and shoot with one weapon with no penalty. May take a combo of any 3 ranged weapons. Must pay for 4 sides of armor from the armor list above. May not be engaged in close combat unless the attacker is using a great weapon.

Turn Summary

Each player takes alternate turns. The player with the larger force is assumed to have the initiative and takes first move. Otherwise, simply roll a dice. Highest number wins the initiative.

  1. Stand Watch – A figure may be ordered to stand watch. Those figures may not move or shoot this turn, but may open fire on any enemy in range during their opponent’s shooting phase.
  2. Movement and/or Shooting – A figure may move and/or shoot, or shoot and/or move. They may not move, then shoot, then move some more.
  3. Hand to Hand Combat – (if any)
  4. Morale Checks

    Note – Unit Cohesion:Players can use squad cohesion rules or choose to use figures separately. They may also choose to add or remove figures from squads in there movement phase as long as they are in range.

    Squad cohesion is achieved by figures being no further than 2” away from each other.

Movement

Type

Move length

Points Cost

Infantry

6”

No cost

Mounted units

10”

16 pts

Vehicle

11”

20 pts

Shooting

The figure firing selects an enemy that is within range of their weapon, rolls one dice, and applies the following modifiers to the roll. If a unit is hit successfully the owner rolls to save that unit with there armor save.

Owner of unit killed chooses which is killed in the squad if there is squad cohesion.

Basic Number to Hit

3+

Dice Modifiers

Range is Over 12″

+1

Target is in Soft Cover

+1

Target is in Hard Cover

+2

If Caught in Blast Radius

+1

Shooter is a Leader

+1

Close Combat

Each player rolls 1D6, and adds the following Dice Modifiers. The player with the highest total score causes a wound on the opposing figure.

1D6

Dice Modifiers

Pistol

+1

2 Hand to Hand Weapons

+1

Army Commander

+2

Squad Leader

+1

Great weapon

+1

Morale

When any squad has received greater than 50% casualties, that squad must roll on 1D6 for its morale/reaction at the end of that and each following turns until the game ends.

Basic Number to Roll

4+

Dice Modifiers

If within 3″ of army Commander


-2

If squad leader killed or out of cohesion

+1

If the squad fails to make the required roll, that squad will not be able to move or fire until it makes a successful roll in a subsequent turn. However, even if the squad’s morale is broken, the squad leader (if still alive) is still able to function, as long as they stay with the squad.

Game End

The game ends when one side has met the conditions for victory, as determined before the start of the game. Usually, in an all out encounter, this means the victor is the player who simply has one or more unbroken squads whilst their opponent has none.

Adding Statistics

Players may wish to add statistics. Here are the stats available:

Attribute

Points Cost

+1 Wound

20 pts

+1 / -1 to hit or to save

25 pts

+1” to Movement

30 pts

+1 / -1 to Moral

15 pts

Rule set by Core Game Development.

1st Edition.

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